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Guns need more skill, performing much worse at low skills #66347
Guns need more skill, performing much worse at low skills #66347
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Confirming that this will affect NPCs and monsters using the fake NPC as well? |
I assume NPCs use ranged.cpp but in honesty I have no clue. Monsters should be totally unaffected but the enemies who have guns are either robots (and accuracy is warranted) or ferals (who have a massive debuff to accuracy as is). |
NPCs appear to also use this. At 0 ranks, this NPC fires about every 6 seconds. At 5 ranks, he shoots about every 3. NPCs seem to always try to take good shots, and standing at this distance with invincibility on, two 0 rank shooters will hit each other every time, though many of the hits will be grazing. Monsters don't aim, they just automatically take good shots. The feral security guard still seems to hit most of their shots. It may be advisable to increase the delay on gun attacks for some monsters (at least any gun-equipped ferals and mi-go scouts, possibly robots too) to simulate the extra aim time which is now standard for players and NPCs. |
Testing with a compound bow and wooden broadhead arrows: |
Maybe someone could work this in? "Fire Menu" New keybindings just for aim, then shoot manual #66829 Is your feature request related to a problem? Please describe. When aiming with ranged weapons, i very often have to press the button for steady my aim, to fire when I am exactly ready. I would like to have an option to jump to the three different shooting modes quickly, but not to fire, just to aim. Pressing the button for steading the aim 100000 times more........ No response |
Summary
Balance "The player is substantially less effective with guns at low skill values"
Purpose of change
Fixes #64990
Fixes #66326
The player was too much of an instant expert when it came to guns. Even with zero skill they could easily hit 100% hit rates with precise shots at reasonably distant ranges and could aim quickly enough to gun down an approaching horde without risk. While guns are "the great equalizer" for a reason, and definitely need less training to be effective than bows or melee weapons, firearm novices are not this effective IRL, and even trained combatants like police officers would rarely have 100% hit rate vs even a stationary target in practice, much less in the field against moving and hostile targets. 0 skill is meant to represent total unfamiliarity, i.e. never fired a gun before, and while learning to shoot is a skill you can pick the basics of up in a day or so and get to a decent level of competency in a reasonable time frame compared to mastering fencing or boxing or whatever, I wanted the learning process to be a lot more painful.
Describe the solution
Describe alternatives you've considered
Oh my god there are so many I don't even know to start. Open to suggestions here.
Testing
I loaded this up in game without errors, and brought a dude into town with a debug spawned ar-15 and lots of bullets. I found things to be considerably more difficult than before, but not to a degree that it felt absurd, and was basically no different once I set my skills to be high (5+) using debug. This is super subjective though and this will almost certainly require other people to experience the changes.
I still think that if you have 0 skills whatsoever a gun is going to be by far the most effective weapon you can use, but it's considerably more painful to do now that you cannot just murderize everything the moment the gun is in your hands.
Additional context